Grant Takes Command

Battle Above the Clouds
Full Set of Rules

by CoA Games


1.0 INTRODUCTION

The Battle Above the Clouds is a two player operational level game covering U.S. Grant's campaign to break the siege of Chattanooga. Players must own a copy of Autumn of Gloryby Clash of Arms Games in order to play the game. The Autumn of Glory map and some of the counters and most markers are used. The game uses all the Standard Rules and most of the Exclusive Rules from Autumn of Glory as well, along with the charts and tables, except where noted below. These rules are organized to mirror the Autumn of Glory rules as much as possible.

The situation is this; the Union Army of the Cumberland has been trapped in Chattanooga following the successful Confederate battle at Chickamauga. Braxton Bragg, commander of the Confederate Army of Tennessee has been unable to take the city and has badly scattered his forces all over in an attempt to do too much with too little. Heavily reinforced with troops and the top leadership talent from all over the North, the combined Union Armies face a much-weakened, but still deadly rebel force. The objective of the Union player is shatter the rebel army. Failing in that, the Union Player must at least lift the siege of Chattanooga while holding onto Knoxville. The Victory Conditions reflect the situation of both armies at the conclusion of the game. The game lasts 10 turns and begins on the Nov. 15th-16th turn. It ends at the conclusion of the Dec. 3rd-4th turn. The Union player is the First Player.

1.01 Game Scale: As in Autumn of Glory, each turn is two days long.

2.0 PRE-GAME ACTIVITIES

There are no pre-game activities in The Battle Above the Clouds. Ignore this Module in the Rulesbook.

3.0 ARMY ORGANIZATION

The following rules set out the background material governing the way the opposing armies are organized.

3.1 The Armies

There are three distinct forces operating in the game. The United States Army Command is comprised of the Army of the Cumberland (under Thomas), plus the Union contingents from the Army of the Potomac (under Hooker) and the Army of the Tennessee (under Sherman). The Army of the Ohio under Burnside in Knoxville is a separate second force belonging to the Union player The Army of Tennessee under Bragg is the sole Confederate force.

3.2 Leaders

There are two types of Leaders present in the game - the "Commanders", Grant, Burnside, and Bragg, and "Officers", who represent the individuals who led the Union and Confederate Corps. All Leaders in The Battle Above the Clouds are subject to the Standard Rules governing their actions.

3.21 Union Chain of Command: The United States Army Command's overall Commander is Grant, who has no replacement (he cannot become a casualty). Under him are the three Union Officers Thomas, Sherman and Hooker, who are replaced by a generic Union 0-0 Replacement Officer should any of them become casualties.

a. The Army of the Ohio's overall Commander is Burnside, who has no replacement (he cannot become a casualty). Under him are two Union Officers, Potter and Mansfield, who are replaced by a generic Union 0-0 Replacement Officer should either become a casualty.

3.22 Confederate Chain of Command: In this game the Confederate player is back to a rigid command structure as Bragg conducted a purge of all disloyal elements following the Battle of Chickamauga. The Confederate overall Commander is Bragg (he cannot become a casualty). Under him are three Confederate Officers, Breckinridge, Hardee, and Longstreet, who are replaced by the generic Confederate 1-1 Replacement Officer should any of them become a casualty.

3.3 Formations

The following information is used to help identify the formation to which a unit belongs.

3.31 Union: The principal Union Formation is the Corps or Contingent. There are six separate Union Corps or Contingents in the game. Each Corps or Contingent counts as a separate formation. All Union infantry units and Officers are printed with a Roman Numeral (or Letter) identifying the Corps or Contingent to which they belong. This indicator is important in both tracing LOCs and in combat.

  1. The Army of the Cumberland is led by Officer Thomas. All such units are marked with a "C". Under him are two separate Corps, the IV and the XIV. Each Corps counts as a separate formation, but Thomas is the Officer for both.
  2. The Army of the Potomac Contingent (composed principly of the Union XI Corps) is led by Officer Hooker. Units are marked "P" and "XI". All units in this contingent count as one formation.
  3. The Army of the Tennessee Contingent (composed principly of the Union XV Corps) is led by Officer Sherman. Units are marked "T" and "XV". All units in this contingent count as one formation.
  4. The Army of the Ohio consists of two Corps, the IXth and the XXIII, led by Officers Potter and Manson respectively. Each Corps counts as a separate formation, reporting to its own Officer. Both Officers are under Burnside.

3.32 Confederate: The principal Confederate formation is also the Corps or Contingent. Each Corps or Contingent counts as a separate formation. Confederate infantry units and Officers are printed with a specific formation identifier, either a Roman Numeral or Letters.

a. The Army of Tennessee consist of three distinct formations, I and II Corps under Officers Hardee and Breckinridge respectively, plus the Army of North Virginia (ANV) Contingent led by Officer Longstreet.

3.4 Dummy Units

Both sides are restricted as to the number of dummy units they may have on the map at any one time. A player may use a number of dummy cavalry units equal to the number of real cavalry units he currently has in play, up to the limit provided in the countermix. A player may use a number of dummy infantry units equal to one half (rounded up) the number of real infantry units he currently has in play, up to the limit provided in the countermix.

4.0 SPECIAL TERRAIN AND THE OFF BOARD DISPLAY

Use all the rules found in Module 4.0 in Autumn of Glory. No changes here. In addition, the railroad bridge connection between Cleveland and Athens is out of commission. Players may not move directly between those two areas over the Hiwassee River.

5.0 LINES OF COMMUNICATION AND SUPPLY

The following information details each side's Home Area for Line of Communications (LOC) and Line of Supply (LOS) purposes.

5.1 Lines Of Communication (LOCs)

Both sides are required to trace LOCs between their combat units and Officers, Officer and Commanders, and Commanders and Home Areas, in order to claim credit for occupying Victory Areas. In all cases, LOCs between units, Officers and Commanders follow the Standard Rules (see Module 6.0) except where noted below.

5.11 Union LOCs: The Union Player has two different armies and thus two different LOC requirements. Rule 6.4 in the Standard Rules is modified as follows.

  1. The Union United States Army Command's initial Home Area is Area 27 (Bridgeport). Place the Union Army of the Cumberland Home Base marker there. United States Army Command units occupying Areas on the OBD must trace LOCs back to that Area as well. If and when there are no Confederate units in an Area with, or adjacent to, an Area containing the Memphis and Charleston rail line west of Chattanooga, then Area 33 (Chattanooga) may become the Union Home Area. Place the Army of the Cumberland's new Home Area marker in Area 33. The Union player must now trace the LOC from Grant to Area 33. In this case, the Union Player may no longer trace his LOC back to Areas 27. Area 33 may become mutually controlled in a subsequent game turn, this has no effect on its status as the new Union Home Area.
    NOTE: In reality, the Tennessee River, along with the Memphis & Charleston railroad, exiting off the west edge of the map is being used to funnel supplies to Area 33.
  2. As noted above, Area 33 may become the Union Home Area. If the Union Player evacuates or loses Area 33, he may not revert back to using Area 27 for his Home Area (he will also be out of supply and probably lose the game. See Section 5.2 below). Union Western Command occupying Areas on the OBD trace LOCs back to Chattanooga once it becomes the new Union Home Area.
  3. The Union Army of the Ohio's Home Area is Knoxville on the OBD. Place the Army of the Ohio's Home Area marker in Knoxville. Knoxville may be mutually controlled and still remain the Army of the Ohio's Home Area. If the Union Player evacuates or loses Knoxville, he loses his Home Area (he will be out of supply as well. See Section 5.2 below).
    NOTE: In all cases above, infantry units claiming Victory Points must be able to trace a LOC to their Officer, and from their Officer to Grant (or Burnside), and from Grant (or Burnside) to the current Union Home Area in order to claim Victory Points held by the Union player.

5.12 Confederate: The initial Confederate Home Area is Area 61 (Ringgold). If this Area is lost or voluntarily evacuated, the Confederate player may declare his new Home Area to be Area 106 (Rome). Place the Army of Tennessee New Home Area marker in that Area.

a. Confederate units/Officers on the OBD must be able to trace a LOC to their Officer/Commander (Bragg) to avoid the penalties for no LOC as stated in the Standard Rules.

NOTE: Again, infantry units claiming Victory Areas must be able to trace a LOC to their Officer, and from their Officer to Bragg, and from Bragg to the current Confederate Home Area (Ringgold or Rome) in order to claim Victory Point.

5.2 Lines of Supply (LOS)

Not too many changes here. Use all the rules from Module 5.0 in Autumn of Glory except as noted below.

5.21 Union LOS: United States Army Command units are considered to be in supply if they can trace a LOS from the Area containing the unit (exclusive) back to the unit's Home Area (inclusive) of six Areas or less. Army of the Ohio infantry and artillery units are considered to be in supply if they can trace a LOS from the Area containing the unit (exclusive) back to Knoxville of four boxes (or Areas) or less.

a. If Chattanooga becomes the United States Army Command's new Home Area, the LOS range for its units remains at six Areas.

5.22 Confederate LOS: The Confederate LOS range no longer varies. Throughout the game, Confederate infantry and artillery units are considered to be in supply if they can trace a LOS from the Area containing the unit (exclusive) back to the unit's Home Area (inclusive) of four Areas or less.

a. Knoxville may be used as a "spare" Home Area for supply purposes provided the Confederate player can capture it and if all the areas on the OBD and Areas on the map connected by the rail line are free of Union units. In this case, units are in supply if they are within two Areas of Knoxville on the OBD.

EXAMPLE: Having captured Knoxville on Turn 3, on Turn 4, a LOC free of Union units from Knoxville to Ringgold exists. Thus, Confederate units within two Areas of Knoxville are in supply.

6.0 SPECIAL UNION ARMY RULES

Ignore Section 6.3 in Autumn of Glory and modify Sections 6.1 and 6.2 as below.

6.1 Battlefield Collapse

Historically the rebel army suffered extreme privations during the siege of Chattanooga. Plus they had about a month of watching more and more well supplied Union reinforcements pile into the city. Morale was correspondingly low and the troops panicked and broke when Thomas's main assault hit them. In order to simulate this possibility. the Confederate player only will be eligible to suffer a battlefield collapse instead of the Union.

6.11 Procedure: All battlefield collapse procedures in Battle above the Clouds are exactly the same as Autumn of Glory except the rebel strength point limit is 20 SPs, not 40. So any area containing 20 or more SPs is eligible to collapse and will do so on a roll of 1-3, not a 1 or 2. Only the Confederates may collapse and only when defending. It still may happen only once a game.

6.2 Burnside's Inertia

Despite being ordered to cooperate with Grant, Burnside pretty much acted as an independent commander throughout the campaign. To simulate this, using the following rules to govern Burnside's army.

6.21 Movement Restrictions: Until a physical link up with Grant occurs, the units comprising the Army of the Ohio will only be allowed to move during the Movement Phase on a die roll of a five or six, rolled at the start of the Movement Phase. If a five or six is rolled, then any or all Army of the Ohio units may. move one box on the OBD (or Area on the map) as the Union player sees fit, even splitting up. Otherwise, no unit may move. If the Union player forgets to roll for Burnside, the opportunity is wasted. Army of the Ohio units may freely attack and defend if eligible otherwise to do so.

EXCEPTION: Army of the Ohio units are always free to move closer to Knoxville. No die roll is required in this case.

6.22 Linking Up: If Burnside enters onto the map, or if Grant enters the OBD, and both occupy the same Area at the start of the Union Communications Phase, a link up is assumed to have occurred. Remove the Burnside counter. The Army of the Ohio now simply becomes the IX and XXIII Corps, two separate Union Formations under their own Officers reporting to Grant. These units may move freely each turn (subject to the usual rules governing movement). They now trace communications and supply like any other United States Army Command unit.

7.0 SPECIAL CONFEDERATE ARMY RULES

Ignore Sections 7.1, 7.2, 7.3, and 7.4. Section 7.5 is modified as follows.

7.5 The Cumberland Gap

The important pass through the Appalachian Mountains at Cumberland Gap is represented by a box on the OBD. In The Battle Above the Clouds, the box is considered occupied by Union forces at the start of each game. There is no Union garrison Unit, the Cumberland Gap is simply considered Union held. If the Confederate player occupies it, it becomes rebel territory. The Union will have to retake it.

8.0 WEATHER

Players must use the historical weather during the game printed on the Turn Record Track and use the weather condition printed there for that turn's weather. All rules from Sections 8.1 and 8.2 are in effect except the weather will never be Heat.

9.0 VICTORY CONDITIONS

Victory in the scenario is based upon inflicting casualties and disorganization upon the opposing side as well as occupying key cities. Both players may claim Victory Points (VPs) for achieving these objectives according to the following schedule:

9.11 Union Victory Points:

    Each Confederate casualty at game end - 1 VP
    Each Confederate straggler at game end - 1 VP
    Each Confederate ineffective division at game end - 3 VPs
    Sole possession of Chattanooga at game end - 5 VPs
    Sole possession of Knoxville at game end - 5 VPs
    Control the Cumberland Gap - 1 VP

9.12 Confederate Victory Points

    Each Union casualty at game end - 1 VP
    Each Union straggler at game end - 1 VP
    Each Union ineffective division at game end - 2 VPs
    Sole possession of Chattanooga at game end - 10 VPs
    Sole possession of Knoxville at game end - 10 VPs
    Control the Cumberland Gap - 1 VP

10.0 THE SCENARIOS

10.1 The Battle Above the Clouds Union (1st Player):

Place the following units in Area 22 at start:

    - Officer Sherman
    - M. Smith's Division

Place the following units in Area 21 at start:

    - Ewing's Division
    - J. Smith's Division
    - Army of the Tennessee Artillery

Place the following units in Area 30 at start:

    - Officer Hooker
    - Cruft's Division
    - Geary's Division
    - Osterhaus' Division

Place the following units in Area 33 at start:

    - Commander Grant
    - Officer Thomas
    - Army of the Cumberland Reserve Artillery
    - Sheridan's Division
    - Wood's Division
    - IV Corps Artillery
    - Baird's Division
    - Johnson's Division
    - Davis' Division
    - XIV Corps Artillery
    - Schurz's Division
    - Steinwehr's Division
    - Army of the Potomac Artillery

Place the following units in Knoxville (OBD) at start:

    - Commander Burnside
    - Army of the Ohio Artillery
    - Sander's Cavalry Division
    - Foster's Cavalry Division
    - Officer Potter
    - Ferraro's Division
    - Hartranft's Division
    - Officer Manson
    - Boyle's Division
    - White's Division
    - Hascall's Division

Reinforcements: None

Confederacy (2nd Player):

Place the following units in Area 34 at start:

    - Officer Hardee
    - Cleburne's Division
    - Hindman's Division
    - Gist's Division
    - I Corps Artillery

Place the following units in Area 32 at start:

    - Stevenson's Division
    - Cheatham's Division
    - II Corps Artillery

Place the following units in Area 42 at start:

    - Officer Breckinridge
    - Stewart's Division
    - Bate's Division
    - Army Reserve Artillery

Place the following unit in Area 43 at start:

    - Commander Bragg

Place the following units in Loudon (OBD) at start:

    - Officer Longstreet
    - Jenkin's Division
    - McLaws' Division
    - Wharton's Cavalry Division
    - Martin's Cavalry Division
    - ANV Artillery

Reinforcements: None

Special Rules: The Union Player must be in at least mutual possession of Lookout Mountain before he can attack Missionary Ridge on a following turn. If Confederate units move into Area 33, they must initiate combat. If the Union units occupying Area 33 do not withdraw or are not eliminated, the attacking Confederate units must return to the Area(s) from which they came.

12.0 OPTIONAL RULES

Players should agree beforehand to use any of the rules listed below. Section 12.1 only.

13.0 HISTORICAL COMMENTARY

The Battle of Chattanooga

Following the federal defeat at Chickamauga, Major General William S. Rosecrans withdrew into Chattanooga, behind entrenchments. Confederate commander General Braxton Bragg failed to pursue the beaten Union Army vigorously and decided to lay siege to the city instead. The Confederate Army occupied the formidable heights of Missionary Ridge as their central position and Lookout Mountain anchoring their left, which also overlooked the Federal supply line from Bridgeport, Alabama. The Army of the Cumberland was now threatened with starvation, and spurred the Lincoln administration into decisive action.

Sizable Union reinforcements were ordered to Chattanooga. Joseph Hooker left Manassas with the XI and XII Corps and started arriving at Bridgeport five days later, on 30 September. Strategic use of the railroads moved 20,000 men and 3,000 horses and mules 1,157 miles in less than three weeks. By 15 November, 17,000 men from Major General William Sherman's Army of the Tennessee had arrived at Bridgeport. Rosecrans was relieved from command and George Thomas (the "Rock of Chickamauga") was placed as head of the Army of the Cumberland. Major General Ulysses S. Grant was put in overall command and arrived at Chattanooga 23 October.

During the night of 26 October, Hooker was able to cross the Tennessee River and secure a bridgehead at Brown's Ferry. Geary's division repulsed a Confederate night attack 28-29 October at Wauhatchie and finally opened a supply route to Chattanooga.

Bragg realized he had lost his opportunity to retake Chattanooga and decided to weaken his forces by sending Longstreet and Wheeler against Burnside at Knoxville. This move greatly concerned Grant and the Washington officials, however Grant correctly reasoned that the best way to help Burnside was to launch an attack against Bragg. He therefore ordered Thomas Forward, on 23 November, to seize Orchard Knob and Indian Hill, the chief outposts of Bragg's main Missionary Ridge position. With this accomplished, the Confederate troops of Major General John Breckinridge fell back to the main defensive line.

On 24 November, Sherman crossed the Tennessee River to take up a position against Bragg's right flank, north of Missionary Ridge. Hooker, meanwhile, attacked eastward between the Tennessee River and Lookout Mountain. Finding the position weakly held, the divisions of Geary, Osterhaus and Cruft stormed up the 1100 foot height and swept Cheatham's Confederates from Lookout Mountain following a sharp fight. This engagement has come to be known as the "Battle above the Clouds" because of the low fog.

On 25 November, Grant ordered Sherman and Hooker to assault both of Bragg's flanks simultaneously, but neither made any progress. He then sent Thomas forward in a frontal attack designed to secure the lowest of the three Confederate defensive lines on Missionary Ridge. The attack carried the works, but the Federal troops found themselves exposed to fire from the upper lines and, without orders, continued to ascend the ridge. In long V-shaped lines, the Army of the Cumberland, Wood's division in the lead, gained the heights and drove the startled Confederates headlong in retreat.

Only Cleburne's division managed to hold. Bragg withdrew that night toward Dalton, while Hardee's corps covered the rear. Within an hour and a half Bragg's army had been routed with a loss of 2,000 prisoners. His defeat at Chattanooga cut a vital lateral line of communications in the South and opened the way for a Federal drive on Atlanta. Grant employed 56,359 troops at Chattanooga. His losses were 753 killed, 4,722 wounded and 349 missing. Of Bragg's 64,165 troops, 361 were killed, 2,160 were wounded and 4,146 missing.

14.0 CREDITS

Game Design: Gary Selkirk and Stephen Rawling
Developement: Stephen Rawling
Counter Artwork: Tom Hannah

Grant Takes Command copyright © 1996 by Clash of Arms Games
Printed in the USA

TURN RECORD TRACK

Nov 15-16

1
Nov 17-18

2
Nov 19-20

3
Nov 21-22

4
Nov 23-24
Rain
5
Nov 25-26

6
Nov 27-28

7
Nov 29-30

8
Dec 1-2

9
Dec 3-4

10

Battle Above the Clouds Unit Status Sheet: Confederate
Battle Above the Clouds Unit Status Sheet: Union

Back to Grant Takes Command (Intro)


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© Copyright 1996 by Clash of Arms Games.

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